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Monday, July 30, 2018 - 18:22

On a brighter note, Nigoro surprised everyone and released La-Mulana II today. So... Imma go play that!

Monday, July 30, 2018 - 18:06

Soooooooo... I sorta thought the deadline was the 31st. But honestly, even then I wouldn't have been able to finish in time. I am nearing completion, but I can see it taking me about 3-5 more days to completely finish and polish it up. I actually was originally coming here to see if a "Demo" of the first dungeon would be acceptible.

Still, no harm done. I went into this more as a learning experiance and learn I did. When the game is fully finished, I'll post it on the forums, and even drop a link here if you don't mind.

Once learning that the deadline was sooner than I thought, I figured "Hey, I could make it bigger and better, and then possibly sell it!" but honestly, I'd rather wrap up what I have planned out and put it up so I can go back to my original project (Now with a ton of new knowledge)

Good luck everyone! I'll be voting at least! Next time maybe I won't be so ambitious... or maybe just as ambitious but work a bit faster, lol.

https://www.youtube.com/watch?v=TNOrvQsh5Xg

Friday, July 27, 2018 - 13:02

Well, he has 4 different submissions so far... 

Friday, July 27, 2018 - 12:08

If I had access to my game atm, I'd share what I have for tile based collision. Sadly it will have to wait until after work >_<. I forgot my laptop today where I've been doing everything.

Friday, July 27, 2018 - 12:07

@Spring La-Mulana is known for it's music for a reason, lol. But yeah, you're selling yourself short. I played a bit of Kymiball and loved it. I've played all of the games submitted so far and yours stood out (not to speak too badly of others but some of them... are a little rough to say the least). I like the breakout style and the characters are friggin adorible.

The harshest critic will always be yourself on your own creation. Not to keep harping on about La-Mulana, but even their team had stuff to say about their and thinking that it's good, but they have more and more they want to do with it. I added a picture of one of their recent updates. And in the end, It's a game jam dood, just have fun with it! Competition is great and all, but don't even think about that. Just think about the fact you are making a game!

 

@VinnNo.1 It's fun thinking up the riddles, and solutions, but the hardest part is when thinking "Is this too difficult? If I had a hint that says this will it be too easy? If I say this, will they know they have to stand in this place without moving for three seconds to solve the riddle? If I say this will they instantly figure it out and miss out on the chance to discover the solution itself?"

I had two challenes for myself with this. No "codex puzzles" where you need to decode stuff with a cipher because I feel those are too easy (Find Encryption, Find cipher, decode, done), and no "Block Puzzles". Not that there's anything wrong with those, I'm just terrible at designing them.

I also wanted to make some puzzles possible to solve "by accident". Because sometimes it's fun to just be dicking around and then you hear the "Puzzle Solved" jingle... and have no idea how you did it! Not many of those, but there are some. I think one of the biggest hurdles that players will have to get through is the realization that some clues may not correspond to the area at all, but rather a much different place. For example, you could find a clue related to the "Cave Dungeon" in the "Main Dungeon" and vice versa.

So far it's been a lot of fun designing. I'm even trying to put in a few easter eggs. Something entirely pointless. Again, also somewhat inspired by "Hell Temple" from La-Mulana. Where the puzzles are very much not worth it.

Friday, July 27, 2018 - 10:01

Hmm, I was having a similar issue. I can't remember how I fixed it. I think I rewrote the code a few times and watched a few tutorials, and in the end it just worked.

Main bugbear I'm having right now is swimming. I don't have time to make proper water physics, so I'm just allowing "infinite jumps" when under water (When you find the flippers). Sorta janky, but it works well enough.

Also I just became super excited because the game's main inspiration, La-Mulana just announced it's sequel is coming out SUPER soon! I got my steam key already since I backed it!

https://www.youtube.com/watch?v=hc1koMMXWaY

Friday, July 27, 2018 - 09:33

@Spring Yup! I really like how it works. It took a while for me to figure out how to code it, but after that was out of the way, I basically just have a layer I paint that means "See this? It's a thing you can't go through."

It's helped me make better looking areas faster since I could focus on the design without making a dozen objects.

Thursday, July 26, 2018 - 09:42

@wtihthelove Control and Spacebar, while a bit awkward isn't nearly as bad as "Shift" *Has flashback to "Stickykeys"

Home stretch is fun, especially when I see all that I have left to do @_@. Maping was a HUGE chunk of my time. Here's hoping the rest of the coding goes smoothly enough.

Tuesday, July 24, 2018 - 16:09

I'm sort of on board with Spring. It always feels a bit awkward to me when a "function" button is assigned to a primary action. Space works in FPS, but side scrollers it just feels weird. I know in Game Maker, they have presets to "Space", "Ctrl", "Alt", and *shudder* "Shift". Honestly any of those usually feel out of place in a 2D game.

For those using GameMaker, if you want to use a different key in GML, there's some coding involved. Nothing too fancy.

For example, say I want to make the "z" button my Jump. It'd look like this in the "Step" event:

if (keyboard_check_pressed(ord("Z"))

   {*Jump Code Stuffs go here*}

 

Tuesday, July 24, 2018 - 12:31

I have finally finished drawing out the main dungeon and programmed basic movement to the main character. Enemies are going to be pretty simplistic, but workable. Since I want the focus more on puzzles than on action, I don't need anything more than standard enemies. I'm somewhat in the home stretch. I just need to code the monsters, place them, place the puzzle triggers, playtest it, and then it should be done. It will likely take me the rest of this week, but I'm feeling pretty confident.

Granted, it's scalled back FAR from my original plans (Boss gaurding every Gem, 4 Mini Dungeons, Bigger Mini Dungeons, a handful of NPCs, shops) but as a bare bones La-Mulana inspired game. I'm feeling pretty happywith it.

Hope everyone else is doing well too!

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